The report on the Global Serious Games Market gives an estimation of the development of the market based on historical studies and also provides forecasts on the basis of a comprehensive research. The report gives a complete market analysis for the forecasted period from 2020 to 2026. The market is portioned into various segments with an in-depth outlook of the competitors and a listing of the profiled key players. The market size in terms of revenue (USD MN) is calculated and provided for the study period along with the dynamics of the market such as the drivers and the restraints.
Drivers
TABLE OF CONTENTS
1 . PREFACE
1.1. Report Description
1.1.1. Objective
1.1.2. Target Audience
1.1.3. Unique Selling Proposition (USP) & offerings
1.2. Research Scope
1.3. Research Methodology
1.3.1. Market Research Process
1.3.2. Market Research Methodology
2 . EXECUTIVE SUMMARY
2.1. Highlights of Serious Games Market
2.2. Global Serious Games Market Snapshot
3 . SERIOUS GAMES – INDUSTRY ANALYSIS
3.1. Introduction
3.2. Market Drivers of Serious Games Market
3.3. Market Restraints of Serious Games Market
3.4. Opportunities of Serious Games Market
3.5. Trends of Serious Games Market
3.6. Porter’s Five Force Analysis of Serious Games Market
3.7. Serious Games Market Attractiveness Analysis
3.7.1 Market Attractive Analysis by User Type
3.7.2 Market Attractive Analysis by Applications
3.7.3 Market Attractive Analysis by End-User
3.7.4 Market Attractive Analysis by Region
4 . VALUE CHAIN ANALYSIS
4.1. Serious Games Value Chain Analysis
4.2. Serious Games Raw Material Analysis
4.2.1. List of Raw Materials
4.2.2. Serious Games Raw Material Manufactures List
4.2.3. Price Trend of Serious Games Key Raw Materials
4.3. List of Potential Buyers
4.4. Marketing Channel
4.4.1. Direct Marketing
4.4.2. Indirect Marketing
4.4.3. Marketing Channel Development Trend
5 . GLOBAL SERIOUS GAMES MARKET ANALYSIS BY USER TYPE
5.1 Overview by User Type
5.2 Global Serious Games Market Analysis by User Type
5.3 Market Analysis of Enterprises by Regions
5.4 Market Analysis of Consumers by Regions
6 . GLOBAL SERIOUS GAMES MARKET ANALYSIS BY APPLICATIONS
6.1 Overview by Applications
6.2 Global Serious Games Market Analysis by Applications
6.3 Market Analysis of Advertising & Marketing by Regions
6.4 Market Analysis of Simulation Training by Regions
6.5 Market Analysis of Research & Planning by Regions
6.6 Market Analysis of Human resources by Regions
6.7 Market Analysis of Others by Regions
7 . GLOBAL SERIOUS GAMES MARKET ANALYSIS BY END-USER
7.1 Overview by End-User
7.2 Global Serious Games Market Analysis by End-User
7.3 Market Analysis of Healthcare by Regions
7.4 Market Analysis of Aerospace & Defense by Regions
7.5 Market Analysis of Government by Regions
7.6 Market Analysis of Education by Regions
7.7 Market Analysis of Retail by Regions
7.8 Market Analysis of Media & Entertainment by Regions
7.9 Market Analysis of Others by Regions
8 . GLOBAL SERIOUS GAMES MARKET ANALYSIS BY GEOGRAPHY
8.1. Regional Outlook
8.2. Introduction
8.3. North America
8.3.1. Overview
8.3.2. North America Serious Games Market Estimate by Country
8.3.3. United State
8.3.4. Rest of North America
8.4. Europe
8.4.1. Overview
8.4.2. Europe Serious Games Market Estimate by Market Segment
8.4.3. Europe Serious Games Market Estimate by Country
8.4.4. United Kingdom
8.4.5. France
8.4.6. Germany
8.4.7 Rest of Europe
8.5. Asia Pacific
8.5.1. Overview
8.5.2. Asia Pacific Serious Games Market Estimate by Market Segment
8.5.3. Asia Pacific Serious Games Market Estimate by Country
8.5.4. China
8.5.5. Japan
8.5.6. India
8.5.7. Rest of Asia Pacific
8.6. Latin America
8.6.1. Overview
8.6.2. Latin America Serious Games Market Estimate by Market Segment
8.6.3. Latin America Serious Games Market Estimate by Country
8.6.4. Brazil
8.6.5. Rest of Latin America
8.7. Middle East & Africa
8.7.1. Overview
8.7.2. Middle East & Africa Serious Games Market Estimate by Market Segment
8.7.3. Middle East & Africa Serious Games Market Estimate by Country
8.7.4. Middle East
8.7.5. Africa
9 . COMPETITIVE LANDSCAPE OF THE SERIOUS GAMES COMPANIES
9.1. Serious Games Market Competition
9.2. Partnership/Collaboration/Agreement
9.3. Merger And Acquisitions
9.4. New Product Launch
9.5. Other Developments
10 . COMPANY PROFILES OF SERIOUS GAMES INDUSTRY
10.1. Company Share Analysis
10.2. Market Concentration Rate
10.3. Breakaway, Ltd.
10.3.1. Company Overview
10.3.2. Financials
10.3.3. Products
10.3.4. Recent Developments
10.4. Designing Digitally, Inc.
10.4.1. Company Overview
10.4.2. Financials
10.4.3. Products
10.4.4. Recent Developments
10.5. Diginext
10.5.1. Company Overview
10.5.2. Financials
10.5.3. Products
10.5.4. Recent Developments
10.6. IBM Corporation
10.6.1. Company Overview
10.6.2. Financials
10.6.3. Products
10.6.4. Recent Developments
10.7. Intuition
10.7.1. Company Overview
10.7.2. Financials
10.7.3. Products
10.7.4. Recent Developments
10.8. Learning Nexus Ltd
10.8.1. Company Overview
10.8.2. Financials
10.8.3. Products
10.8.4. Recent Developments
10.9. Nintendo Co., Ltd.
10.9.1. Company Overview
10.9.2. Financials
10.9.3. Products
10.9.4. Recent Developments
10.10. Promotion Software Gmbh
10.10.1. Company Overview
10.10.2. Financials
10.10.3. Products
10.10.4. Recent Developments
10.11. Revelian
10.11.1. Company Overview
10.11.2. Financials
10.11.3. Products
10.11.4. Recent Developments
10.12. Tata Interactive Systems
10.12.1. Company Overview
10.12.2. Financials
10.12.3. Products
10.12.4. Recent Developments
*Note - In company profiling, financial details and recent development are subject to availability or might not be covered in case of private companies
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